Quote:
Originally Posted by vicky_molokh
Greetings, all!
This thread is partially inspired by the observation that in GURPS, attributes are relatively cheap compared to skills, such that a wide specialist, and often even a moderate specialist, is too often best built using high attributes.
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I can think of another way to reduce this problem without changing as much:
If you reduced defaults between skills by a lot, and add a few more defaults for skills that don't have them, raising one skill would end up raising a lot more, and therefore it wouldn't be worth buying attributes for groups of related skills.